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I actually have a memory of this when someone converted them from 2nd (?) edition to 3rd (or 4th?)

shock mauls and shotguns were very prevalent. I think limited vehicle selection was a very lightly (compared to a tank) APC - prisoner transporter - and a light bulldozer type thing to break sieges.

I guess the issue facing that one - and this one to an extent - was that the arbites were an even more poorly equipped guard force. Shotguns in the 40k battlescape are pretty rubbish, and shock mauls are being wielded by an average human who will get minced in combat against just any non-firewarrior. Perhaps limit things to just kill team territory? Or become more niche and limit them to square off against primarily just other humans (cultists of daemonic or genestealer varieties)? Even an Inquisitor/necromunda style game seems to lend itself a bit more than just full-blown 40k.

Ham and eggs: a day's work for a chicken; a lifetime's commitment for a pig.

There seemed to be variety in the wiki that I could see the arbites being a force to be reckoned with, Like the genestealer cults. Though there would have to be decent work put into it. I had no idea that they where in any edition already.

That wouldn't be much of a surprise really, considering that GW seems to be making a codex for every branch of the Imperium they think can have a military presence (except the sisters of battle for some bloody reason. And no, Imperial agents didn't count).

SO, here is my first attempt at making an Adeptus Arbites codex. Remember, it doesn't matter if you know mush about them, if you know the game you can give suggestions. Points, rules, etc. any thing will help. Also note, that I listed Hand of Law as a special rule, but I've got nothing for it, so little help there guys. The idea is to make Hand of Law the Arbites codex special rule.

* Assault: Models charging a unit that include any model equipped with choke grenades do not gain bonus Attacks from
charging. However, if the charged unit was already locked from a previous turn, or has Gone to Ground, these grenades have
no effect and the attackers gain bonus Attacks as normal.

Shock Maul
The shock maul has two settings, Stun and Lethal. At the beginning of each Assault phase, each unit equipped with shock
mauls must decide which setting to use for the turn.
> Stun
-- Range: -
-- S: +1
-- AP: 5
-- Type: Melee, Stun
* Stun: A model that suffers one or more unsaved wounds from a weapon with this special rule halves it's Initiative
(rounded down) until the end of the following Assault phase.
> Lethal
-- Range: -
-- S: +2
-- AP: 4
-- Type: Melee, Concussive, Specialist Weapon

* Regroup and Reform: Any unit with this special rule that has suffered one or more casualties may join another unit of the same type, forming a new composite unit. This cannot take either squad beyond twenty models (excluding individual characters that may have joined either unit) and any models in excess of twenty are randomly removed as casualties from the new composite unit. The new unit retains all of its special rules and wargear from both units, but is now treated as a single new unit for the rest of the game and can not separate again.

Options:
* May include up to fifteen additional Arbitrators (7 pts/ model)
* Any Arbitrator may exchange their combat shotgun for a boltgun (3 pts/ model)
* Any Arbitrator may exchange their shock maul and suppression shield for a cyclopean power maul (10 pts/ model)
* For every five models in the unit, one Arbitrator may exchange their combat shotgun and suppression shield for one of
the following:
-- Heavy Stubber (5 pts/ model)
-- Grenade Launcher [with Blind, Choke, Frag, and Krak] (5 pts/ model)
* The Proctor may exchange his bolt pistol for one of the following:
-- Combat Shotgun (free)
-- Boltgun (5 pts)
-- Plasma Pistol (15 pts)
* The Proctor may take melta bombs (5 pts)
* The Proctor may exchange his power maul for a power fist (15 pts)
* The unit may select a Repressor or a Rhino as a Dedicated Transport.

It looks pretty good. Personally, I'd make the scatter shells Heavy 1. For Hand of Law, how about the following: "Models with this special rule gain the stubborn and gain *1 weapon skill when in base contact with another model with this rule."

It looks pretty good. Personally, I'd make the scatter shells Heavy 1. For Hand of Law, how about the following: "Models with this special rule gain the stubborn and gain *1 weapon skill when in base contact with another model with this rule."

I like that idea for the Hand of Law rule, but I was thinking that Arbites should just get stubborn as automatically just for being Arites, mabey the should get fear while in base contact with another model with tis rule? How about some thing like:

*Hand of Law: As long as a model with this special rule is in base contact with another friendly model with this special rule, the model's Ballistic Skill and Weapon Skill improve by 1 and the model gains the fear special rule.

Why make Scatter Shells heavy? If your thought would be that the scatter shells would make the solid shell pointless (with you bringing this up has made me think about), what if we reduced the strength to 3 and left it as assault. Which if I think about it, would make since since scatter shot is weaker than a solid slug.

I like that idea for the Hand of Law rule, but I was thinking that Arbites should just get stubborn as automatically just for being Arites, mabey the should get fear while in base contact with another model with tis rule? How about some thing like:

*Hand of Law: As long as a model with this special rule is in base contact with another friendly model with this special rule, the model's Ballistic Skill and Weapon Skill improve by 1 and the model gains the fear special rule.

+1 BS, WS, and Fear seems a bit too much. If we're going for fluff, drop the fear. While the average imperial citizen may be afraid of the Arbites, none of the armies the Arbites would face would be. Also, I'll second Drakon's proposal and volunteer to write some fluff as well.

Oh, and this:

Heavy Support:

Enforcer Chimera
(Tank)

50 points

F:11
S:11
R:11

Transport Capacity: 10

Wargear:
Turret-mounted twin-linked Heavy Bolter
Searchlight

Can take Dozer Blades for 5 points.
Can take a pintle-mounted Heavy Stubber for 5 points.
May upgrade the Heavy Bolter to a Twin-linked Lazcannon for 15 points.